Uplink 32
Transcription
Uplink 32
Uplink 32 August 2014 The Mobile Gaming Issue Danganronpa: the World's First Smartphone Spectacular NOTICE By order of Monokuma this edition of Uplink is SPOILER FREE! Introduction Twenty-first century history neither repeats nor rhymes – it just accelerates. It took thirteen years for the US plutocracy's evil, monstrous neocolonial Terror War to experience a complete and shattering defeat. But it took only four months for the Russian petro-plutocracy's evil, monstrous colonial war on Ukraine to experience a similar total meltdown. We'll have more to say about the terminal crisis of the Eurasian petro-plutocracies in future issues (a brief, mysterious hint: goodbye 4-BRICs, hello 5-SEEAS), but this edition of Uplink focuses on a rather different mode of anti-neoliberal struggle. This is the cultural struggle against neoliberalism taking place in the field of mobile videogames. Ever since the mass smartphone market emerged back in 2007, gamers and cultural critics have debated what new narrative forms would flourish on cellphones, the planet's newest and most ubiquitous computing platform. Would smartphones simply copy genres already perfected on consoles and PCs? Or would they generate entirely new aesthetic forms? Could smartphones possibly be a venue for serious cultural productions, and if so, how? Read on to find out! NO SPOILERS: WE MEANT IT. As stated above, this edition of Uplink will not contain a single spoiler of any significant secret, revelation, or plot twist of any iteration of the Danganronpa franchise. We urge readers to purchase official copies of the game to help support the talented developers at Spike Chunsoft, as well as the amazing voice-actors they work with. Happy Reading! Danganronpa: The World's First Smartphone Classic One of the paradoxes of the mobile videogame culture is that while handheld gaming devices have been around for thirty-five years (little-known trivia fact: the first mobile device with cartridge-based games was not Nintendo's enormously popular Game Boy, which debuted in 1989, but Milton Bradley's 1979 Microvision),1 the technological limitations of these devices put drastic limits on the audiences they could reach, and the stories they could tell. For the most part, mobile games were either children's toys or simple audio-visual distractions. This did not fundamentally change until the era of truly interactive portable digital devices (a.k.a. smartphones). In 2007, Apple's iPhone revolutionized the smartphone market with its touchscreen interface and seamless web integration, helping to drive world smartphone sales to 122 million that year. Smartphone apps and the open source Android platform expanded the market further, driving prices down and boosting smartphone sales to 968 million in 2013.2 One of the most important contributors to the nascent field of smartphone gaming was Sony's Playstation Portable (PSP), a dedicated handheld gaming console first released in 2005. There were two PSP games, in particular, which hinted at what was possible on mobile systems. In 2006, Level 5's Jeanne D'Arc delivered one of the best role-playing videogames of its time on any platform. The game is a high-fantasy version of the classic Joan of Arc tale, and generated superb story-telling through credible characters, top-notch voice-acting, a memorable soundtrack, and strategic, multifaceted game-play. Four years later, Ready At Dawn delivered a stellar incarnation of Sony Santa Monica's God of War mythological action-adventure franchise on the PSP, in the form of God of War: Ghost of Sparta (2010). The events of this game occur directly following the events of the original God of War (2005), but just prior to the events of God of War 2 (2007). Although designed to be a handheld title, the complexity of the storyline, the depth of the characterization, the quality of the art-design, and the ingenuity of the game-play are the narrative equal of the two other high points of the series, namely God of War 2 (designed for the Playstation 2 and released in 2007) and God of War 3 (designed for the Playstation 3 and released in 2010). Both Jeanne D'Arc and Ghost of Sparta proved beyond the shadow of a doubt that mobile devices could deliver interactive experiences equal to anything on consoles or PCs. That said, the relevance of these two games to the emergent field of smartphone gaming was somewhat limited. The reason is that both games were successful adaptations of existing console genres or franchises to handhelds, rather than being mobile experiences from the start. It is worth remembering that smartphones are touchscreen devices, controlled by one or two fingers or finger-swipes at a time. This interface does not mesh well with the complex control systems favored by traditional role-playing videogames. It is also difficult to reconcile with the frenetic button-pressing and epic visual spectacles of the action videogame genre. Enter Spike Chunsoft's Danganronpa, the world's first smartphone spectacular. The first two games of the series, Danganronpa: Trigger Happy Havoc (2010) (hereafter referred to as Danganronpa 1) and Super Danganronpa 2: Goodbye Despair Academy (2012) (hereafter referred to as Danganronpa 2) were originally released for the Sony PSP and PS Vita platforms, and later published as Japanese-only iOS and Android games (official English-language text versions of the game for smartphones are not yet available, unfortunately). In February 2014, the English-language version of Danganronpa 1 was released on the PS Vita, while the Englishlanguage version of Danganronpa 2 is coming this fall. Danganronpa 1 begins, like so many other Japanese relationship-building videogames, with a gaggle of sixteen young people arriving for their first day at an elite post-secondary school, the world-renowned Kabougamine Academy. At first glance, the new students seem to have walked straight out of the pages of a Tokyo teen fashion magazine. There is the familiar otaku (comics nerd), the athlete, the biker, the singer, ad infini-J-pop-itum. The stereotyping seems to deepen when we learn that most of these students were admitted to Kabougamine because they had some unique talent or skill which distinguished them from thousands of other applicants, i.e. they seem embody a series of positive stereotypes. But suddenly, everything changes. With a shock, players learn that what seemed to be a benevolent institution of higher learning is, in reality, a high-tech prison (note that what follows are not spoilers, since the game's basic scenario has been heavily advertised by Spike Chunsoft). A strange animatronic teddy bear which calls itself Monokuma (the name literally means, “Monobear”) appears. It proclaims that it is the headmaster of the school, and that there is only one way students can ever leave the academy: students must kill at least one (but no more than two) of their fellow classmates. After each killing, the remaining students must investigate the murder and conduct a trial. If they correctly identify the perpetrator in the course of the investigation and trial, the killer is executed, and everyone else survives. If they accuse the wrong person, everyone is executed except the real killer, who gets off scot-free and is permitted to leave the academy. Needless to say, the subsequent storyline revolves around whether the students can find a way to band together to resist this insanity, or whether they fall prey to internal squabbling and mutual killing. Connoisseurs of Japanese pop culture will know that this story outline had its Ur-model in Kinji Fukasaku's Battle Royale (2000), the morbidly satiric action film adapted from Koushun Takami's best-selling 1999 novel by the same name (incidentally, Battle Royale also helped inspire Suzanne Collins' The Hunger Games novels and films, a franchise launched in 2008). In Battle Royale, a repressive government forces a group of randomly selected high school students to wage war against each other, the premise being that only the final survivor is allowed to escape. However, Danganronpa made some key alterations to Takami's original storyline. Whereas Battle Royale was a protest against the viciousness of Japan's business culture and the specifically Japanese phenomenon of cram schooling, Danganronpa targets something much bigger target than any national elite or even nation-state. More importantly, the true appeal of Danganronpa is not its action scenes, although these are compelling enough, but its character development. Instead of cardboard heros or cookie-cutter villains, the Kabougamine students turn out to be complex and fully-rounded human individuals. They have their share of realistic strengths, and they also have realistic (and mostly endearing) flaws. Special mention should be made of Kazutaka Kodaka's superb script and storyline, which delivers crackerjack dialogue and excellent pacing, while maintaining an overall trajectory of ever-increasing tension. The dialogue is complemented by Rui Komatsuzaki's top-notch character designs, which feature subtle and detailed facial expressions for each character. The bulk of the story is narrated through comicstrip panels, featuring static shots of characters and appropriate voice-acting or text dialogue. Two sample screenshots of these panels are shown below. Note the clean, simple interface, perfect for smartphones and handhelds, the sophisticated character designs, and the complex facial expressions: Table 1. Mobile-friendly visual design. Kirigiri in Danganronpa 1. Mioda in Danganronpa 2. The result combines the concision of a cinematic storyboard with the narrative depth of a seasonlong TV series, and can easily run on even the least powerful smartphone. The mobile design of Danganronpa is also apparent in its game-play, which consists of two main activities. The first activity is relationship-building, wherein players visit and interact with other characters to acquire information, stories and skill points. These open-ended sequences are important for character development, and for replayability. Since not every character will survive until the end of the story, certain conversations require replaying earlier sequences. The second, more linear activity consists of the investigations and subsequent trials. During investigations, players systematically comb the crime scene for evidence to present in the trial. During the trials, players perform a variety of mini-games. These mini-games include word association puzzles, rhythm games, logical puzzles, and a few simple movement-based and point-and-click games. In keeping with its core focus on character development, the physical dexterity required to solve these mini-games is kept to a minimum, and the game-play controls are simple and intuitive for touchscreen users. The true challenge of these mini-games is not physical dexterity, but the mental effort involved in solving logical puzzles. Players must piece together clues and logically deduce what happened at the crime scene, while a real-time clock or timer ticks down (at normal difficulty levels, players are given adequate time to solve these puzzles, and have the additional option of saving their progress). This mobile-centric game-play is supported by an excellent sound-track, created by veteran videogame composer Masafumi Takada. Takada is most famous for his solid work on Shinji Mikami's brawler God Hand (2006), as well as on Suda51's (Goichi Suda) offbeat, satirical action-thriller No More Heroes (2007). That said, Takada's work on Danganronpa is in a class all its own (for audiophiles, fans have uploaded a playlist of the sound-tracks for Danganronpa 1 here: https://www.youtube.com/watch?v=JeitvjGdgI&list=PLU4ktq2pWONtJ7o5pLZyWJc88nttIzMKx and a similar playlist for Danganronpa 2 here: https://www.youtube.com/watch?v=_PQ2NiMSXA&list=PLU4ktq2pWONvsyBd_LrTVX8Et-gp0th4a). Takada's sound-tracks generate a wealth of emotional affect, ranging from morbid anxiety to comic reassurance, and from moments of nonstop terror to passages of calm redemption. They also generate thrilling tension during the trial sequences, especially during the rhythm mini-games. In addition to this fantastic sound-track, the Japanese-language voice actors deliver a stellar performance, comparable in its power and subtlety to those previous high-water marks of videogame voice-acting, Final Fantasy 12 (2006) and Metal Gear Solid 4 (2008). Every single character is voiced with verve and personality, and when bad things happen to characters we have come to care about, we feel the crushing weight of the tragedy in our very bones. (One word of caution: the English-language voice-acting does not do justice to the Japanese original.3 For the true Danganronpa experience, we recommend listening to the Japanese-language track with the English subtitles turned on.) While every single one of the Japanese-language performers are excellent, special mention should be made of the voice of Monokuma. While serving as the main antagonist of the storyline, Monokuma is nevertheless a complex character, whose palpable villainy is leavened by layers of deep ambivalence and bouts of occasional whimsy. Some of the most ingenious sequences in Danganronpa are dream-sequences which occur when the protagonists (Naegi in Danganronpa 1 and Hinata in Danganronpa 2) fall asleep and have a series of recurrent dreams called “Monokuma Theater”. In these dream-sequences, Monokuma is cast as a vaudeville entertainer on a theatrical stage, performing skits which range from the occasionally allegorical to the completely ludicrous.4 Monokuma is thus that rarest of all things in videogame culture, a credible and genuinely charismatic anti-hero. One of the keys to its charisma is the performance of veteran voice actress Nobuo Noyama. For twenty-six years, Noyama was the iconic voice of the sweetly benevolent robotic cat Doraemon in the long-running Doraemon anime TV series (1979-2005). Under Noyama's deft direction, Monokuma's voice combines irresistible charm with terrifying malevolence. Not to be outdone, the voice of the main protagonist of Danganronpa 1, a young student named Naegi, is superbly voiced by Megumi Ogata. This is Ogata's second performance of a lifetime, the first being her voice-over as Shinji Ikari, the young boy who is the main character of Hidaeki Anno's epochal anime TV series Neon Genesis: Evangelion (1995). (Ogata also delivers an outstanding performance as Komaeda in Danganronpa 2). In like manner, Danganronpa 2's main protagonist, Hinata, is voiced by Minami Takayama, in a tour de force which equals the standard set in her previous role as the voices of Kiki and Ursula in Hayao Miyazaki's classic anime film Kiki's Delivery Service (1989). To give you a sense of the depth and sophistication of the Japanese voice-actors, here are selected excerpts of their backgrounds and prominent roles: Table 2. Selected Characters and Voice Performers In Danganronpa. Danganronpa Voice Performer Background/Previous Roles (list not Character exhaustive) Aoi Asahina Chiwa Saito Singer, anime Junko Enoshima Megumi Toyoguchi Voice of Yukari Takeba in Atlus' Persona 3 (2006) Chihiro Fujisaki Koki Miyata Anime, film dubbing, videogame voice-over Toko Fukawa Miyuki Sawashiro Voice of Elizabeth and Chidori in Persona 3 (2006), Japanese version of Elizabeth in Ken Levine's Bioshock Infinite (2013), voice of Fukawa in forthcoming Danganronpa: Another Episode (2014 or 2015) Yasuhiro Hagakure Masaya Matsukaze Voice of Ryo Hazuki, protagonist of Yu Suzuki's pioneering open world action game Shenmue (1999) SPOILER OMITTED SPOILER OMITTED SPOILER OMITTED “Nope, no spoilers. Class dismissed.” “I said, no spoilers. Buy the game already, you cheapskates!” “Still bugging this bear? How about this: support the digital artists at Spike Chunsoft, or taste these flying claws of fury!” Kiyotaka Ishimaru Kosuke Toriumi Voice of Junpei Iori in Atlus' Persona 3 (2006) Kyoko Kirigiri Yoko Hikasa Japanese voice of Juliet Starling in Grasshopper's Lollipop Chainsaw (2012) Leon Kuwata Takahiro Sakurai Voice of Cloud Strife in Final Fantasy 7: Dirge of Cerberus (2006), Final Fantasy 7: Crisis Core (2007), Dissidia: Final Fantasy (2008), and The Kingdom Hearts franchise Celestia Ludenberg Hekiru Shiina Singer, anime Sayaka Maizono Makiko Ōmoto Anime, videogame voice-over Monokuma Nobuyo Ōyama Voice of Doraemon in 1979-2005 Doraemon anime TV series Makoto Naegi Megumi Ogata Voice of Shinji Ikari, the protagonist of Hidaeki Anno's anime TV series Neon Genesis: Evangelion (1995) Mondo Owada Kazuya Nakai Voice of Wakka in Square Enix's blockbuster Final Fantasy 10 (2001) Sakura Ogami Kujira (a.k.a. Wakako Anime Matsumoto) Byakuya Togami Akira Ishida Voice of Ryoji Mochizuki and Pharos in Atlus' Persona 3 (2006) Hifumi Yamada Kappei Yamaguchi Voice of Teddie in Atlus' Persona 4 (2008) Table 3. Selected Characters and Voice Performers In Super Danganronpa 2. Selected Voice Performer Background/Previous Roles (list not Danganronpa 2 exhaustive) Characters Teruteru Hanamura Jun Fukuyama Japanese versions of Null in Kojima's Metal Gear Solid: Portable Ops (2006) and Johnny Sasaki in Kojima's Metal Gear Solid 4 (2008) Hajime Hinata Minami Takayama Voices of Kiki and Ursula in Hayao Miyazaki's Kiki's Delivery Service (1989) Mahiru Koizumi Yu Kobayashi Japanese version of Cecile in Kojima's Metal Gear Solid: Peace Walker (2010) Nagito Komaeda Megumi Ogata Voice of Shinji Ikari, the protagonist of Hidaeki Anno's anime TV series Neon Genesis: Evangelion (1995) Fuyuhiko Kuzuryu Daisuke Kishio Voice of Hotsuma, the protagonist of Sega's popular action game Shinobi (2002). Ibuki Mioda Ami Koshimizu Voice of Yukiko Amagi in Atlus' Persona 4 Monokuma Nobuyo Ōyama Voice of Doraemon in 1979-2005 Doraemon anime TV series Chiaki Nanami Kana Hanazawa Singer, anime, videogame voice-over Sonia Nevermind Miho Arakawa Anime Nekomaru Nidai Hiroki Yasumoto Japanese version of Adam Jensen in Eidos' Deus Ex: Human Revolution (2011) Akane Owari Romi Park Japanese versions of Raine Bouchard in Insomniac's Resistance: Retribution (2009), Amanda in Kojima's Metal Gear Solid: Peace Walker (2010), and Mistral in Platinum's Metal Gear Rising: Revengeance (2013) Peko Pekoyama Kotono Mitsuishi Voice of Misato Katsuragi in Hideaki Anno's Neon Genesis: Evangelion (1995) Hiyoko Saionji Suzuko Mimori Singer, anime Gundam Tanaka Tomokazu Sugita Voice of Kazuhira (Kaz) Miller in Kojima's Metal Gear Solid: Peace Walker, Metal Gear Solid 5: Ground Zeroes (2014), and in the forthcoming Metal Gear Solid 5: The Phantom Pain (2015) Byakuya Togami Akira Ishida Voice of Kaworu Nagisa in Anno's Neon Genesis Evangelion (1995) Mikan Tsumiki Ai Kayano Singer, anime Usami (Monomi) Takako Sasuga Anime, television In addition to its superb storyline and superlative voice-acting, sound-track, scriptwriting, dialogue, and mobile-friendly interface, there is one other aspect of game design which marks Danganronpa as a classic of mobile transnational media. This is its capacity to create a credible game-world. Before we go any further, it is worth taking a moment to explain why this credibility matters, especially for readers unfamiliar with the peculiar aesthetic nature of videogames. Establishing the credibility of the game-world is an enormous challenge for digital artists, for the simple reason that there is a vast gulf between games and game-worlds. Games are the rule-sets governing play, but game-worlds are what make that play meaningful. Kicking an inflated rubber ball past a line on the ground is play, but not necessarily meaningful. Kick a soccer ball past the goal-line during the World Cup, and the same act of play becomes profoundly meaningful. This basic contradiction is intensified a thousandfold by videogames, because the foundation of interactive media is playability, a.k.a. mass participatory immersion. When you play a videogame, you aren't watching or listening to someone else play the game. You are the one who must perform whatever actions are required to succeed in – and progress through – the game-world. In consequence, no matter how talented the digital artists may be, it is up to the players to determine whether the game-world is credible or not. In point of fact, the single most common reason that top-tier videogames with enormous production budgets and extensive playtesting fail as aesthetic experiences is that dsyfunctional or unbalanced game-play, non-credible plot twists, failed characterization, or some other flaw fatally disrupts the player's sense of mass participatory immersion.5 The flip side of this vulnerability is that game-worlds which establish and sustain credibility with their audiences are rendered bulletproof against flaws which would obliterate a less credible game. Techland's hugely popular horror-survival videogame Dead Island (2011) is a case in point. At its release, the game was afflicted with vast numbers of glitches, broken quests, an inchoate save system, and occasionally frustrating controls. It also lacked some of the most basic features of open world games, e.g. swimming and free-climbing. Dead Island nonetheless won the hearts of fans, sold millions of copies, and revolutionized its genre, precisely because it was the first game to portray a horror-survival game-world which millions of players found credible. What makes Danganronpa a credible game-world is the fact that its fundamental narrative pleasure – the solving of narrative puzzles – is also the core principle of its gameworld. On the simplest level, this means that Danganronpa's game-world follows rules which even Monokuma, the most powerful single agent inside that world, must follow. As a corollary to this, key parts of the storyline involve the characters trying to decode and comprehend the logic of the game-world they are trapped in. This credibility also means that the occasional violence which breaks out during the story can never be written off as Monokuma's personal malevolence. The evil lies not in a bad individual, but in a system which somehow brings out the worst in human beings. What still needs to be explained, however, is why a game-world comprised entirely of logical puzzles should generate such a powerful sense of credibility. At the beginning of Danganronpa 1, most players will assume that this credibility has something to do with the educational setting of Kabougamine Academy. On this provisional reading, the storyline works because it invokes the intense social pressures of schooling on adolescents and young adults. As the story unfolds, however, this initial hypothesis becomes untenable due to a series of events which we will not spoil here (suffice to say that Kabougamine is not a high school, but a post-secondary institution). This hypothesis is also disproved by the setting of Danganronpa 2, which takes place on a seemingly abandoned Pacific resort named Jabberwock Island. Despite the substitution of a paradisaical island for a school, Danganronpa 2 follows much the same scenario as its predecessor: a group of young people are unexpectedly thrown into a desperate war of all against all, and must discover who the perpetrator of various murders is, or else face collective execution. The real issue is thus neither school systems nor the tourism industry per se, but the relationship between logical puzzles on the one hand, and the overarching narrative theme of the war of all against all, a.k.a. Monokuma's battle royale. One of the important clues we are given is the title of the series, “Danganronpa”, a neologism which combines the Japanese word for "bullet" (ダンガン or “dangan”) with the word for "refutation” (ロンパ or “ronpa”).6 The term literally refers to certain game-play sequences where the player must select the correct response to leading questions, before an onscreen timer runs down. Misleading or false statements can be targeted and “shot down” with a trigger mechanism, assuming players have selected the correct counter-argument. Choosing the correct refutation in time is not always simple, and does require a bit of practice. The title and game-play elements suggest that the battle royale is not a test of physical dexterity, so much as a test of the player's critical thinking skills. There is a similar clue provided by the names of the settings of the two games. The word “Kabougamine” literally means “Hope's Peak.” This is an oblique reference to David Lynch's surreal Twin Peaks TV series, but it also underlines one of the core themes of the entire Danganronpa franchise, namely the struggle between the young students' shining hopes for the future, and the crushing reality of multiple murders and subsequent investigations. The setting of Jabberwock Island is a slightly more convoluted clue. The immediate reference is to Lewis Carroll's famous Jabberwocky poem – a tale nominally about a hero who is warned by his father not to tangle with the dreaded Jabberwocky, but who ends up slaying the fell beast. However, connoisseurs of science-fiction will know that the famous opening and closing verse of the Jabberwocky contains the whimsical phrase “all mimsy were the borogoves”. This is the title of one of the greatest science fiction stories ever written, Lewis Padgett's 1943 Mimsy Were The Borogoves (Lewis Padgett was the pseudonym of writing duo Henry Kuttner and C. L. Moore). We will not spoil the contents of the story, but suffice to say that its key theme is the extraordinary power of children's toys. A moment's reflection will show that the children's toy in question, a toy which inspires equal parts utopian hope and dystopian despair, can be nothing other than Monokuma itself. But what connection does a bipolar animatronic teddy bear have with logical puzzles and the battle royale? We will suggest that Monokuma is not quite the main villain of the story, so much as its primary antihero. In the field of cultural studies, the antihero is defined as the necessary accessory of the villain, who must be defeated by the protagonists, generally by turning the antihero's own power against themselves. For example, in Tolkien's Lord of the Rings trilogy, the ultimate villain is Sauron, but the everyday antihero Frodo must battle is the Ring, which constantly tries to corrupt and deceive everyone around it. (Later in the trilogy, Gollum serves as a second, and more human, incarnation of the figure of the antihero.) It is no accident that Monokuma follows closely in the footsteps of two of the most famous anti-heroes of recent transnational media. The first and most obvious antecedent is Mellow Maromi, the mascot in Satoshi Kon's dazzling anime TV series, Paranoia Agent (2004). Without revealing any plot points, Maromi at first seems to be an innocent toy mascot, but turns out to harbor some of the most deep-seated contradictions of 21st century consumerism (among other things, the tendency of consumers to fall prey to what they consume). The second and perhaps less obvious antecedent is Liquid Ocelot in Hideo Kojima's Metal Gear Solid 4 (2008). Anyone who has played through (or viewed footage of) Metal Gear Solid 3 or Metal Gear Solid 4 knows that while Ocelot does commit villainous acts, he is not, strictly speaking, the ultimate villain of either story. Arguably, if Ocelot's brain was transplanted into Maromi's body, the result would be Monokuma: Table 4. Monokuma's Forebears. Paranoia Agent's wide-eyed Mellow Maromi (2004) MGS4's Liquid Ocelot (2008) Danganronpa's Monokuma (2010-12) Similar to Mellow Maromi, Monokuma is not the answer of Danganronpa, but rather its central question. Similar to Liquid Ocelot, Monokuma is not the villain of the game-world, but rather its primary antihero, the narrative agent which ties together the game-world (logical puzzles) with its central narrative theme (the battle royale). This is a long and complicated way of saying that the ultimate villain of Danganronpa is not a who, but a what. This will begin to make more sense if we remember the very first clue the game gives us: this is Monokuma's visually and symbolically bifurcated persona, evenly divided between benevolent arbiter and malevolent executioner. It is no accident that this bifurcation is expressed everywhere in Danganronpa, from murders which are half ruthless killings and half justifiable self-defense, to investigations which are half impartial fact-finding missions and half self-exculpations, all the way to executions which are half criminal acts of violence and half spectacles of richly-deserved retribution. Pushed to its logical limit, the theme of bifurcation suggests that the paradoxical essence of Danganronpa's game-world is that it portrays a game which is not a game at all. If Danganronpa's crucial game is its battle royale, then this gamewhich-is-not-a-game must be the battle royale's ultimate social referent: this referent is the principle of winner-take-all, zero-sum competition, raised to a social universal. Putting all the pieces together, the ultimate villain responsible for the mayhem of the story is nothing less than the entire system of neoliberalism. Kabougamine and Jabberwock Island are simply two exemplars of neoliberalism's lunatic utopia of completely unrestricted markets, laboratory case studies of the catastrophes unleashed by unrestricted competition. Conversely, the struggles of the characters in both Danganronpa games to unite and resist that competition – stories which we will not spoil here – are more than just local rebellions. They give narrative voice to the real world revolutions, uprisings and cultural resistances against neoliberalism. This narration of the open resistance to neoliberalism marks a watershed in videogame history. While the greatest videogames of the 1998-2008 period were universally critical of neoliberalism, they did not always portray the social forces which resisted the latter's rule.7 One of the reasons for this lack of narrative voice was the sheer internal complexity of neoliberalism, which was an economic doctrine, a complex set of political beliefs, and a sophisticated cultural agenda, all at once. Neoliberalism's core economic doctrine, to be sure, was the enrichment of a few plutocrats at everyone else's expense. However, its political ideology was intensely contradictory. Neoliberal ideologues espoused a utopia of maximum personal freedom, including political freedom – but defined this freedom solely in terms of allowing plutocrats to purchase political favors through campaign donations, lobbying, and privately-owned mass media outlets.8 Neoliberalism's cultural agenda was similarly contradictory. Neoliberalism argued for the principle of maximum freedom of consumer choice, but its definition of choice was restricted to the purchase or sale of commodities. It had no place for non-commercial cultural values such as solidarity, democracy, or the commons. The culture of neoliberalism was thus the reduction of human beings to mere vessels of untrammeled greed and selfish consumerism. Danganronpa's key contribution is that its game-world provides an interactive critique of neoliberalism's cultural agenda. This critique operates by setting the neoliberal principle of unrestricted competition – the battle royale – in motion towards the space of the digital commons – the transnational audiences who must unite to resist neoliberalism. The revolution will not be televised, but the Ur-forms of its mass mobilizations have their real-time auditions in Danganronpa's playable game-worlds. To see the immense power of this strategy, consider the musical lesson contained in Monokuma's signature theme song, played whenever Monokuma appears onscreen (the tune is available here: https://www.youtube.com/watch?v=2SdPZ9yJvsM). At first, the theme might seem to be little more than a satirical version of a circus tune. However, readers with sharp ears will discern the riveting sonic juxtaposition of hip hop scratches, samples of 1980s videogame beeps, and West African vocals in the background. These complex musical motifs are concealed in the body of a seemingly artless children's song, in much the same way advanced circuitry is hidden inside a children's animatronic toy. What the song suggests is that while Monokuma may be a toy, the children's toys called videogames can be some of the most powerful agents of neoliberalism imaginable. The sound-track does more, however, than just diagnose the presence of the neoliberal culture-industry. It also transforms the superstructures of that culture-industry back into agents of play. Danganronpa 2 offers the following signature sound-track for the character of Usami, a.k.a. Monomi: https://www.youtube.com/watch?v=kUxRPfzUAqg. While Monomi's theme song has similarities to Monokuma's, it has one major difference. The mocking, satirical tone of the latter has been replaced by a genuine vocal celebration (the heavily-distorted lyrics suggest something like “Come on and make me dance” and “Make a [congo] line”). This musical celebration is reconfirmed by a flute solo, and then by a classical guitar solo – instances of performative individuality which exist in harmony with the musical collectivity.9 Towards the end of the track (from 2:12 to 2:26), there is also a brief series of electronic tones which may seem slightly out of place. In fact, these electronic tones refer to the electronic dance music deployed during some of the most frenzied and anxietyinducing moments of the investigative trials. During the trials, they symbolized antagonism and impending doom. Here, they symbolize the possibility of a reconciled and humane collectivity. If Monokuma's theme signifies the hollowness of a neoliberal speculation which has outrun its transnational content, then Bunnybears and Music-kuma FTW. Monomi's theme signifies a transnational solidarity which has transcended its speculative form – the solidarity of a society which would no longer wage constant war against itself, but would finally allow its members the freedom to play. Perhaps the deepest and most mysterious achievement of Danganronpa is that by showcasing the violence of neoliberalism at its worst, it allows us to glimpse the possibility of what we human beings could be at our very best. To paraphrase a magnificent line by Hideo Kojima, if 21st century history is the digital storm made flesh, then our greatest videogames are the lightning in that storm. Danganronpa is the lightning-flash which opens our eyes, our hearts, and our minds to the horizon-line of the future. 1. Tom East (2011). “History Of Nintendo: Game Boy.” Nintendo Magazine. November 11, 2009. http://www.officialnintendomagazine.co.uk/13153/features/history-of-nintendo-game-boy/ 2. According to the IDC, global smartphone sales grew 23.1% year-on-year during the second quarter of 2013. This pace suggests total sales for 2014 will reach somewhere between 1.21 and 1.25 billion units. IDC. “Chinese Vendors Outpace the Market as Smartphone Shipments Grow 23.1% Year over Year in the Second Quarter, According to IDC.” July 29, 2014. http://www.idc.com/getdoc.jsp? containerId=prUS25015114 3. The English-language voices are especially disappointing given the existence of high-quality fanmade dubs of the series, e.g. Paul Ferrero's uproarious and high-quality satirical abridged versions of the anime spin-offs of the videogames: https://www.youtube.com/watch?v=ZGEEfqzKDCs. 4. Monokuma's antics capture one of the deepest contradictions of the transnational culture-industry, which Adorno might have explained in the following manner. Deep in the dreams of the art-work, lies the buried truth that the culture-industry always lies. Yet it is only by telling lies – that is to say, by constructing fictions – that the art-work can change the world. Only that which is fictive has the power to break the baleful spell of the existent, by enabling us to glimpse another, better world. 5. The paradigmatic case of broken credibility is the catastrophic meltdown of the Mass Effect franchise in Mass Effect 3, analyzed at length in Uplink 25: http://monkeybear.info/Uplink/Uplink25.html. In fairness to Bioware, the studio does have one last chance to make amends, in the form of its upcoming Mass Effect 4. We hope Bioware listens to its fans, and provides the thoughtful reboot the series needs and deserves. 6. The connotation of the two terms suggests an explosive but definitive legal argument or courtroom judgement, which makes a direct English transliteration of the title almost impossible. The closest would be something like “BulletRetort”, “RapidfireRebuttal” or maybe “TriggerTakedown”. 7. For example, Remedy's Max Payne (2001) critiqued the rule of Wall Street, but did not ground the allegorical figure of Max Payne, the lone undercover police hero, in the anti-neoliberal social movements of that era. Square Enix's Final Fantasy 12 (2006) featured a character-system which depicted the rise of the multipolar or post-Cold War world-system, but linked only two out of the six playable characters with an identifiable anti-neoliberal politics. These two characters are Balthier and Fran. They are sky-pirates whose in-game anti-neoliberal referent is the free pirate city of Balfonheim, a city autonomous from the empires which dominate the game-world of Ivalice. Out of all previous videogames, Hideo Kojima's Metal Gear Solid 4 (2008) has come the closest, by portraying a symbolic global uprising against neoliberalism (a.k.a. the mysterious, shadowy Patriots). However, the most fully realized anti-neoliberal character of the storyline was a non-player character, Sunny, a child prodigyprogrammer who plays a key role in helping to defeat the Patriots. Significantly, Sunny is identified in an extended cut-scene as the owner and user of a Sony PSP, Kojima's prescient nod towards the world of mobile videogames. 8. For readers unfamiliar with the concept of neoliberalism, some of the best critiques of neoliberal politics have been written by citizen journalists Matt Taibbi and Nomi Prins (http://www.nomiprins.com), while some of the best critiques of neoliberal economics have been written by Joseph Stiglitz and Yanis Varoufakis. See: Nomi Prins. It Takes A Pillage: An Epic Tale of Power, Deceit, and Untold Trillions. Hoboken, NJ: John Wiley, 2009. Joseph Stiglitz. Free Fall: America, Free Markets, and the Sinking of the World Economy. New York: W. W. Norton & Company, 2010. Yanis Varoufakis. The Global Minotaur: America, Europe and the Future of the Global Economy. London: Zed Books, 2013. 9. It is possible this guitar theme is a musical nod towards the guitar theme of the “Old Snake” soundtrack in Metal Gear Solid 4, another striking musical allegory of collective reconciliation, available here: https://www.youtube.com/watch?v=_k3n5me4Rns (the guitar theme begins at 0:51).
Similar documents
Program Guide PDF
ask Cosplay staff to remove any Safety markers (i.e. zip ties) from your props before you go on stage, but you are responsible for getting the markers replaced by staff before you re-enter the publ...
More information